Deleriad
Mongoose
I've become increasingly unsold on Hero Points as they currently exist in RQ. Many reasons but most notable is that they tend to encourage hoarding so that PCs take fewer risks but once PCs have a stockpile of hero points they can feel untouchable. I also don't like the fact that you have to spend then to gain a heroic ability at which point, presumably, you then become less heroic.
I saw an idea on OpenQuest (I think )of a Hero Point pool which I'm keen to try out.
Basically, at the start of each session/story/adventure the players get a pool of hero points (e.g. 2 per character). These hero points can be used by any adventurer. Once used the Hero Point can't be used again until the pool is refreshed (e.g. at the end of an adventure or at a significant plot moment.)
Some extra wrinkles might be: a character with an Improvement Modifier adds or subtracts that many Hero Points from the number they give to the pool.
Whenever a HP is spent it *goes to the GM who can now spend it on NPCs* When the GM spends it, it goes back to the pool.
Heroic Abilities are now 'bought' with IRs instead.
Players can spend IRs to allow them to donate extra HPs to the pool. E.g. 1st extra HP costs 3 IRs, second extra HP costs 4 IRs and so on. So Marcus the communally-minded, charismatic swash-buckler might add 2 HPs to the pool, plus 1 for his Improvement Modifier and plus an extra 2 that he has bought with IRs over the years. Everyone wants to hang out with Marcus.
This seems to me like it would give quite a different dynamic to HPs and because they reset then players don't need to hoard. Conversely, if spent HPs go to the GM, then spending HPs effectively 'raises the stakes' in a session.
As I say, I'm curious to see if anyone has used something like this (in RQ or any system) and how it worked. Looks to me like it might be fun
I saw an idea on OpenQuest (I think )of a Hero Point pool which I'm keen to try out.
Basically, at the start of each session/story/adventure the players get a pool of hero points (e.g. 2 per character). These hero points can be used by any adventurer. Once used the Hero Point can't be used again until the pool is refreshed (e.g. at the end of an adventure or at a significant plot moment.)
Some extra wrinkles might be: a character with an Improvement Modifier adds or subtracts that many Hero Points from the number they give to the pool.
Whenever a HP is spent it *goes to the GM who can now spend it on NPCs* When the GM spends it, it goes back to the pool.
Heroic Abilities are now 'bought' with IRs instead.
Players can spend IRs to allow them to donate extra HPs to the pool. E.g. 1st extra HP costs 3 IRs, second extra HP costs 4 IRs and so on. So Marcus the communally-minded, charismatic swash-buckler might add 2 HPs to the pool, plus 1 for his Improvement Modifier and plus an extra 2 that he has bought with IRs over the years. Everyone wants to hang out with Marcus.
This seems to me like it would give quite a different dynamic to HPs and because they reset then players don't need to hoard. Conversely, if spent HPs go to the GM, then spending HPs effectively 'raises the stakes' in a session.
As I say, I'm curious to see if anyone has used something like this (in RQ or any system) and how it worked. Looks to me like it might be fun